Particles.Arcade.Emitter#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if

Physics.P2.Body#addShape()

addShape(shape, offsetX, offsetY, rotation) → {p2.Shape} Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass.Will automatically update the mass properties and bounding radius.If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates. Parameters Name Type Argument Default Description shape p2.Shape The shape to add to the body. off

Sprite#Sprite

new Sprite(texture) The Sprite object is the base for all textured objects that are rendered to the screen Parameters Name Type Description texture PIXI.Texture The texture for this sprite Source code: pixi/display/Sprite.js (Line 5)

Bullet#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

TilemapLayer#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

BitmapText#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Net#getHostName()

getHostName() → {string} Returns the hostname given by the browser. Returns string - Source code: net/Net.js (Line 22)

Graphics#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Weapon#bulletCollideWorldBounds

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not? Source code: plugins/weapon/WeaponPlugin.js (Line 1199)

FlexLayer#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOut Source code: core/Group.js (Line 198)